I really liked the feel of the reloading mechanic, but I think ths game could’ve used some more “juice” and/or greater mechanical depth.
Lustral Basin
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The controls felt great, but I wish I could see my currently equipped bullet without pressing right click. In such a fast paced game, I simply didn’t feel I had the time to open a seperate menu to select the best bullet for my situation, which seems like what you were going for. Also, the visuals sort-of felt all over the place? The character sprite, enemy sprites, and the background/ui elements all felt like they belonged to different games.
Brillant. I love the balance of risk and reward. My only issue was that after adding a few chambers, it became a lot harder to adjust my bullets. There was also some jittering when new bullets were added. But extremely enjoyable nontheless. I loved the humour as well. Could definitely see myself playing a more fleshed-out version of this.
Lovely game that feels great to play. My main criticism is that the upgrades don’t necessarily feel unique to the concept. That is, the core mechanic of the game doesn’t feel like it has been explored to its full potential. Still very enjoyable, and the limited color palette has been used wonderfully.
Thanks for the feedback! I’ll definitely check out your game too, I’m curious to see how others handled a similar concept.
As for your questions, yes the portraits are randomly generated based on premade parts. The success rate isn’t actually capped, and because of the way I’ve set it up you could technically ensure 100% critical successes if you have a 20 in a skill. This is a bit of an oversight on my part, but I thought it worked well enough for a jam project.
I was glad to hear that you came up with a personalized way of setting up your things. That was my intention and I’m very happy it resonated with you. I think there are many improvements to the UI that could be made, but keeping the heist menu below other items definitely makes sense. If I get around to making a post-jam version, it might be something I implement.
The negative heat is not intended, I just didn’t do a very good job of ordering the different things that happen when you transition to a new turn. Again, something to possibly polish.
Thanks again for your thoughtful comments!



